Rogue
Base Class: Rogue

Practiced masters in both the treacherous and the religious, Divine Acrobats leverage their unique mastery of weapons and skills to further their own affinity with the divine. Whether their power comes from a deity they worship or their own devotion to an ideal, these people are not to be trifled with when it comes to their faith.

 


Inspired by Acolyte of Shadow for 2014 Rogue made by muffin_92.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips: Guidance and two other cantrips of your choice from the Cleric spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Guidance, with another Cleric cantrip of your choice.

When you reach Rogue level 10, you learn another Cleric cantrip of your choice.

Spell Slots. The Divine Acrobat Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Divine Acrobat Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Cleric spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Divine Acrobat Spellcasting table. Whenever that number increases, choose additional Cleric spells until the number of spells on your list matches the number in the Divine Acrobat Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Cleric spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use an Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 3: Guided by Faith

Starting at 3rd level, you can cast Guidance without using Somatic and Verbal components. In addition, you can use the bonus action granted by your Cunning Action to cast this Spell and the d4 becomes a d6.

Level 9: Divine Infusion

Starting at 9th level, your Sneak Attack damage die now deals either necrotic or radiant damage.

Affinity of the Gods

Starting at 9th level, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a Cleric spell for you, but it doesn't count against your number of Cleric spells known.

Affinity of the Gods: Evil

You gain access to the Inflict Wounds and Blindness/Deafness spells and can cast them without expending a spell slot. Once you cast a spell in this way, you can't cast it again this way until you finish a long rest.

Affinity of the Gods: Good

You gain access to the Cure Wounds and Lesser Restoration spells and can cast them without expending a spell slot. Once you cast a spell in this way, you can't cast it again this way until you finish a long rest.

Affinity of the Gods: Neutrality

You gain access to the Thunderwave and Silence spells and can cast them without expending a spell slot. Once you cast a spell in this way, you can't cast it again this way until you finish a long rest.

Ace of the Divine

Starting at 13th level, your devotion saturates your spirit with divinity. For the purpose of magic item attunement, you count as both a Paladin and a Cleric.

You may cast your Cleric Cantrips using their Cunning Action. You may ignore the Verbal component of your Cleric spells. Additionally, you learn the Divine Smite spell. It does not count against your prepared spells.

Gift of the Gods

Your benefactor bestows upon you a gift of unimaginable power. Starting at 17th level, choose a 3rd level spell from the Druid or Ranger spell list and add it to your prepared spells. This spell does not count towards one of your prepared spells and can be cast without expending a spell slot. Once you cast a spell with this feature, you can't use this feature again until you finish a Long Rest. Additionally, at the end of a long rest, you may switch this spell out with another 3rd level spell from the Druid or Paladin spell list.

Celestial Body

At 17th level, you gain a bonus to saving throws equal to your Wisdom modifier (minimum bonus of +1).

Comments

Posts Quoted:
Reply
Clear All Quotes